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    G1409.1

    Pickled Piracy & Other Stories

    Or

    We're Not Gherkin Around!

    Written by the GagMen on The GagMen Podcast Ep. 23

    Illustrations by GagHouse Productions, Tyler Davis, and Seth Stephenson

    Some artwork copyright Claudio Pozas, used with permission.

    Special Guest Brandon McFadden

    This work is licensed under the Creative Commons Attribution 4.0 International License. To view acopy of this license, visithttp://creativecommons.org/licenses/by/4.0/

    Note: The Beholder is a creature that is not covered by the OGL, and is owned as a property of

    Wizards of the Coast. The smart choice would be to not include the beholder, but we are not smart and like

    getting a fun story out. Dear Wizards of the Coast, please give us a pass on this. We dont want your money

    and we arent planning on making any ourselves.

    Table of ContentsIntroduction ....................................................... 3

    Summary ............................................................ 3

    Setting/Theme ................................................... 3

    Theme ............................................................ 3

    Plot ..................................................................... 3

    Lost At Sea ...................................................... 3

    Pirates to the Rescue ..................................... 4

    The Pirate Test ............................................... 4

    Why is Everyone Mopping? ........................... 5

    Why all the Pickles? ....................................... 5

    Honorable Pirates?! ....................................... 6Conflict ............................................................... 7

    Its a Miracle!................................................. 7

    You have a WHAT?!! in the hold?............... 8

    Inept Pirates Make Good ............................... 9

    The Super Happy Fun Ending ....................... 10

    Characters ........................................................ 11

    Pirate Captain Beardy .................................. 11

    Sea Hogg ...................................................... 11

    First Mate Stashy ......................................... 12

    Captain Adric Deajor .................................... 12

    Lieutenant Jhones ........................................ 13

    Davi, The Beholder....................................... 14

    Lady Ipeneth ................................................ 14

    Details .............................................................. 15Why care about goblins? ............................. 15

    http://creativecommons.org/licenses/by/4.0/http://creativecommons.org/licenses/by/4.0/http://creativecommons.org/licenses/by/4.0/http://creativecommons.org/licenses/by/4.0/
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    Introduction

    Most Gagmen adventures are created using the Basic Fantasy Rules by

    Chris Gonnerman, but we encourage you try them with any retro-clone versions

    of Dungeons & Dragons, or the version of Dungeons & Dragons you may be more familiar with. This

    particular adventure was written with our Special Guest Brandon McFadden, the creator of Tiny Dungeon,

    who has also graciously provided us with stats for use with the Tiny Dungeon System. This adventure

    was designed for starting level characters, preferably levels 1 - 3, and the GagMen have included plenty

    of silly little things to help keep your gaming experience fun.

    This Talk Like a Pirate Day special adventure was written liveon the GagMen RPG Podcast on

    Episode 23: The Gherkin Pirates. The GagMen Podcast is intended to help the beleaguered DM

    looking to liven up a game or a quick idea to help fill in until your real campaign is ready. We hope you

    and your players enjoy the game and will look for us the next time you could use some help or just a

    laugh. As always, feel free to modify the adventure to suit your own campaign and game mastering style,and if you do let us know how it came out, where we messed up, or where we went right!

    This adventure contains a barrel load of gherkin and pickle puns used extensively throughout the

    podcast and the adventure. The GagMen advise that you refrain from using these terrible puns, as most

    puns should only be used under the supervision of a professional comedian. Any attempt to use a pun

    could result in cancer, heart disease, repeated beatings, attacks by prehistoric monsters, diminished

    pride, lowered sperm counts, bad grades, social ostracism, and a general giddy nature. You have been

    warned.

    This game has been brought to you by Talk like a Pirate Day and the letters Aye, the C, and

    R. Please enjoy September 19th

    , and try not to be annoyed that not everyone is playing along.

    Summary

    Shipwrecked and lost at sea, the party receives unexpected

    recue from a Pirate Ship and its scurvy crew. Invited to join the crew in

    their wacky adventures, the Party quickly discovers that these pirates are

    nothing but posers! Adrift with wannabe pirates, and only a Barrel of

    gherkins for food, the party seems destined for Davey Jones Locker!

    When all seems lost, salvation arrives in the form of a military vessel!

    Unfortunately, that same vessel is on its way to destroy the goblin

    capital. Can the heroes stop this massacre with only a bunch of farmers and shepherds at their side, or

    will the heroes try to stop the genocidal military by themselves? Either way, it looks like theyre in a real

    picklenow!

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    Setting/Theme

    The Lyngloc Sea lies to the north

    east of Brattleburg, along the sandy

    coastline of the human ruled country of

    Trinel. Any map worth a look includes

    three things: Terrifying drawings of sea

    creatures, the Lyngloc Sea, and the words

    Here there be Monsters! Unfortunately,

    a map of The Lyngloc Sea has all three in

    the same area. Lyngloc is filled with some

    of the most dangerous creatures and

    notorious scallywags youll ever

    encounter.

    This adventure takes place aboard

    several different ships in the brimey

    Lyngloc, but will start aboard the pirate

    ship The Sea Hogg, a light galleon

    undermanned by forty crewmen. The

    hold is well stocked with barrels full of

    pickled gherkins, and little else.

    Theme

    The theme of this Adventure is

    Doing the impossible, even if it isnt the

    smart thing to do. The players will be

    faced with a moral decision that could

    leave them stranded or dead, and if they

    fail to act it could mean the end of an

    entire civilization. As dungeon master it

    will be important to keep the players

    focused on the moral implications of

    genocide, coupled with the destruction of

    the only people that could help the

    heroes.

    Plot

    Lost At Sea

    The heroes begin lost at sea, for

    whatever reason, and stranded on a small

    dinghy that is slowly taking on

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    water. Perhaps they were cast out from

    another ship, were the survivors of

    sunken ship, or maybe they went fishing

    and got too far away from the shore. We

    suggest giving the players a few moments

    to acclimate to their seaborn situation

    before proceeding to the next scene. If

    none of the players can think of an

    acceptable reason for why they are lost at

    sea, consult the chart below.

    1D6 Why are we lost at sea?

    1 It was his/her fault, andpoint at anyrandom player.

    2 You just woke up, and must have been

    drugged.

    3 A clever escape from the last adventure,which left you in the middle of nowhere.

    4 You were aboard a luxury liner thatcrashed into an iceberg.

    5 You decided to take a nap in a rowboat,and woke up here.

    6 Rumors of terrible undersea creatureshave led you out to the ocean.

    Pirates to the Rescue

    Once the Party has embraced the

    hopelessness of their situation, enter The

    Sea Hogg. The Sea Hogg, a light

    galleon, will come alongside the

    adventurers and haul them onboard. The

    sailors should be easily recognizable as

    pirates by the eye patches and the blatant

    Jolly Roger flying at the top of the mast.

    The Pirate Test

    Pirates will bring the heroes before

    Stashy, first mate of the Sea

    Hogg. Stashy will proudly tell the Party

    the tale of his great and amazing crew,

    and their many years of mastering the

    sea. Eventually Stashy will introduce

    them to Captain Beardy and his pet

    pig. The Pirates should then offer to

    adopt the party into their ranks, but only if

    they pass a series of serious pirating

    tests. The pirates will start with questions

    easily answered by anyone who has ever

    been to sea, such as: Swab the Deck,

    Keelhaul, Weigh anchor and hoist the

    mizzen, or they may simply call out parts

    of the ship and ask party to name

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    them. Behind the main group of pirates,

    one of the smaller men will have his eye

    patch flipped up and be furiously jotting

    down notes. The pirates are using these

    tests to learn nautical skills that they lack,

    but will disguise this as much as possible

    and deny it if they are caught.

    Why is Everyone Mopping?

    Over the next few weeks, the

    group should notice more and more things

    that suggest these pirates may not haveany idea how to be pirates; much less

    even handle the ship that they are

    using. These clues should be subtle, yet

    consistent. The simplest example of this

    is to have three or more of the men

    constantly mopping, more than on any

    other ship the party members have ever

    seen. If confronted about mopping, the

    pirates will claim they insist on a clean

    ship and immediately stop. If

    confrontation

    occurs, then

    anytime

    afterwards the

    same men will

    be seen walking

    aimlessly

    around deck

    with a

    bewildered look

    in their eyes.

    The mopping may be less obvious

    than the sheer number of sailors vomiting

    and suffering from sea sickness. Perhaps

    the mopping is just cleaning up

    everyones sick from off the deck. The

    simple point here is to be subtle, while

    giving clues to the party so they are

    not completely caught off guard later;

    though just how subtle these clues are is

    up to you.

    Why all the Pickles?

    The ships hold is stuffed full of

    pickled gherkins because the new pirates

    really had no idea how to keep food at

    sea, so they stocked up on the one item

    that they knew would stay

    preserved. Other common mistakes the

    pirate crew might make include running

    the sails full and at all times and leaving

    the wheel unmanned.

    Perhaps one of the heroes may

    notice that the stars at night are just going

    in a circular pattern. If the pirates are

    confronted about any of these unusual

    things, they will find some believableexcuse to have it ignored. If the party

    presses the issue then jump to the reveal

    in the Honorable Pirates section.

    While the party is aboard the Sea

    Hogg, it is expected that it may take more

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    than just a few days, and the dungeon

    master may want to extend the game into

    a longer story arc. As normal, feel free to

    add any side adventures along to stretch

    out the game as long as you need it. Just

    be warned: players tend to thrive on

    adventure, so look for encounters to keep

    them interested. Perhaps you could even

    add in a little pirate treasure. The longer

    the party spends with the pirates, the

    more connected with them they should

    feel, and increasing the chance they will

    try to call on their aid later in the game. In

    the meantime, below is a quick ocean-

    base random encounter table. Keep in

    mind that the random table has very

    powerful encounters that may need to be

    modified depending on the party level.

    1d10 Randum OceanEncounter

    #Appearing

    1 Octopus, Giant 1

    2 Merfolk 1d8

    3 Squid, Giant 1

    4 Sea Bass, Ill Tempered 2d20

    5 Dolphins 2D8

    6 Sea Hag 1

    7 Dire Sharks 1d4

    8 Nymph, Water 1D4

    9 Whale, humpback 1d4

    10 Dragon Turtle 1

    Honorable Pirates?!

    The final straw comes when they

    come across the merchant ship, The

    Lonely Shark. The merchant ship is only

    manned by a family of five men, spanning

    three generations. When the crew raids

    the vessel, the merchant surrenders

    immediately. The pirates, rather than

    taking their lives, will apologize and

    explain We didnt realize thiswas afamily business. They will send the

    merchants on their way, and even

    offer a barrel of pickles for the

    trouble. When the ship

    leaves the crew would agree,

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    It wouldnt be right to steal.

    Eventually, the party will confront

    the captain, who will reveal that the crew

    is made up of normal people who thought

    that being pirates would be fun; so they

    bought a ship and went out to sea. As it

    turned out, being a pirate wasnt

    everything they thought it was cracked up

    to be. They were expecting high flying

    adventures and noble adversaries. With

    no planning, they didnt get charts or even

    a sextant; as farmers, they dont even

    know how to handle a ship, and they had

    actually been lost for almost a month

    when they found the heroes.

    onflict

    It s a Miracle!

    The H.M.S. Miracle, a military ship,

    shows up just in time to arrest/save them.

    While they were not looking for pirates,Captain Deajor was glad to put the ship in

    tow and drag it back with them after their

    mission. The Miracle is a heavy naval

    ship, with forty guns and over one-

    hundred-fifty man crew.

    The captain will be glad to help out

    the poor lost pirates and their crew, and

    will likely assume that the party is a part of

    the crew. If the heroes are sick of the

    pirates and their incompetents, they may

    be able to convince the captain that they

    want off the Sea Hogg as soon as

    possible. If the heroes leave the pirate

    ship, they will have limited access

    onboard the Miracle, and will be asked to

    help with small boring tasks around the

    ship.

    Many of the crew of the Miracle will

    have plenty to talk about, including a few

    things that are talked about in hushed

    tones (see Scuttlebutt Table).

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    1D8 Scuttlebutt Table (Gossiponboard t he H.M.S. Miracle)

    1 There is a terrible storm coming.

    2

    The captain is just using the piratesas patsies.

    3 We are hunting a dangerous seamonster that the captain has beenhunting for weeks.

    4 There is royalty onboard.

    5 We are on a top secret mission tohunt down an invisible ship.

    6 Jhones is keeping a secret feast inhis locker down in the hold for ourvictory.

    7 We are delivering medical suppliesto a foreign power in need.

    8 The captain intents to start a warwith the goblins, but I dont knowhow.

    You have a WHAT?!! in the hold?

    Eventually, the curiosity of the

    adventurers should lead to explore the

    hold, where they discover a terrible

    beast! Captain Deajor is planning to

    unleash a Beholder on the goblin capital

    and destroy them in one massive

    strike, thus starting and ending a war in

    one day, and possibly wiping theentire

    stinking goblin species out, according to

    Captain Deajor. The Miracle is acting

    alone, without the knowledge of their

    commanders.

    If the party does not catch on to

    any subtle hints and are perfectly happy

    to be saved and not bother to look around

    the Miracle, enter Lady Ipeneth. Lady

    Ipeneth was sent along as an

    ambassador to the goblins to talk over a

    possible trade agreement that would

    benefit all. She had no idea that Captain

    Deajor was planning genocide, nor didshe realize the creature to be used was

    even in the hold. The captain has been

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    keeping her locked in her stateroom up to

    now, but once she discovered there was

    another ship, she escaped to beg for their

    help.

    Inept Pirates Make Good

    Whether the party finds out on their

    own, or if Lady Ipeneth shows up to lay

    out the plot for them, the party will have to

    turn to the crew of the Sea Hogg for

    help. Captain Beardy should be very

    disheartened, as most of the crew has

    become despondent. They have failed at

    being the swashbuckling pirates they had

    hoped for, and like sad children are being

    sent home. It will take a strong speech

    and a good rally cry to get the crew back

    into shape if they are to have any chance

    of launching an attack on the Miracle or

    saving the goblins.

    This challenge should prove

    complicated for every level of gamer, as

    the party is outnumbered, out classed,

    outgunned and in the middle of

    nowhere. Tactically it is a complicated

    situation, the moral implications are high,

    and the dangers are very real. If none of

    your players feel up to the challenge, then

    Lady Ipeneth will step up and lead the

    group of gherkin pirates to stop Captain

    Deajor. Hopefully, your adventurers will

    decide who they want to band with the

    crew at some point.

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    The Super Happy Fun Ending

    The gherkin pirates help free Davi, and

    in exchange the beholder will teach the

    dreaming swashbucklers how to become

    effective pirates. Lady Ipeneth will

    declare the gherkin pirates official

    freebooters aligned with the Brattleburg

    Navy, and perhaps join them in exploring

    more of the world. The heroes are

    dropped off at a nearby port, probably the

    goblin capital, and given an acceptable

    reward for helping Captain Beardy and his

    crew. The Miracle will be taken back to

    Brattleburg and assigned a new

    captain. Should Deajor survive, he will be

    sent off to prison for the rest of his days

    (or perhaps return to get his revenge on

    the party?).

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    haracters

    Pirate Captain Beardy(a.k.a. Webber Herrman, pig farmer)

    (AC 12;hp 16; #AT: 1; save as Fighter lvl 3; DMG cutlass

    1d6)

    Tiny Dungeon Stats:(HP 4; Move 25; Proficient with Light

    Melee Weapons [Cutlass])

    Captain Beardy is a stout dwarven leader that

    convinced forty fellow dreamers to come along on the wildadventure of becoming seafaring thrill seekers. Since

    Beardy was raised as a decent person, he and his friends follow an imaginary chivalric

    code that does not fit well with the ideals of normal piracy. He has also brought along his

    beloved pet pig, Hoggsworth, whom he has renamed Sea Hogg, after the ship.

    Sea Hogg(a.k.a. Hoggsworth, pet pig)

    (AC 15; hp 8; #AT: 1; save as Fighter 2; DMG bite

    1d2)

    Tiny Dungeon Stats: (HP 2; Move 30; Bite Attack

    with Advantage)

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    First Mate Stashy(a.k.a. Pyte Minchin, a cobbler)

    (AC 12; hp 11; #AT: 1; save as Thief lvl 2; DMG dagger 1d4)

    Tiny Dungeon Stats: (HP 4; Move 25; Proficient with Light Melee

    Weapons [Dagger])

    Pyte always had a fondness for the stories that his good friend

    Webber had told him of the sea. So it was no surprise that he

    followed him out on this crazy venture. Even though things have not

    gone as they planned, he has still been enjoying his life onboard the

    Sea Hogg and would gladly do it again.

    Pirate Crewman

    (AC 11; hp 8-10; #AT: 1; DMG cutlass 1d6; save as Fighter lvl 2)

    Tiny Dungeon Stats: (HP 2; Move 25; Proficient with Light Melee Weapons [Cutlass,

    Dagger])

    Captain Adric Deajor

    (AC 15; hp 28; #AT: 1; save as Fighter lvl 4; DMG saber 1d8+2; Magic

    Items: Saber+2(counts as longsword), potion of invisibility, boots of water

    walking)

    Tiny Dungeon Stats: (HP 8; Move 25; Proficient with Light Melee

    Weapons, Mastery with Shortsword [Saber of Deajor]. Magic Items: Saber

    of Deajor [Treat as a Heavy Weapon but can be wielded with one hand],

    Potion of Invisibility, Boots of Water Walking)

    An Elven naval captain of the Freemans Navy assigned to defend

    Brattleburg. He was recently promoted to Captain, and has decided to

    prove to his superiors that he has big ideas that help everyone. He has

    found a way to contain a beholder and intends to unleash it upon the

    goblin capital in order to prove his worth.

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    Lieutenant Jhones

    (AC 15; hp 12; #AT: 1; DMG dagger 1d4; save as

    MU lvl 4; Spells - 1st: Sleep,Magic Missile, 2nd:

    Web, Wizard Lock; Magic Items: Wand of Magic

    Missiles (5 charges), Cloak of Displacement, Scroll

    used to hold the Beholder)

    Tiny Dungeon Stats: (HP 6; Move 25; Proficient

    with Light Melee Weapons, Mastery with Dagger

    [Dagger]. Spell-Touched. Spell-Reader. Magic

    Items: Scroll of Sleep, Scroll of Entanglement,

    Scroll of Pacification [used to hold Beholder]).

    The ships battle mage, who is spending most of his energy keeping the beholder

    imprisoned. Jhones is an ambitious young gnome that figured out a way to not only capture

    but imprison a beholder. Jhones is not the most competent of mages, but he keeps getting

    lucky and insisting on doing the impossible. Jhones was excited to impress Captain Deajor,

    so excited that he forgot to think through why anyone would want to keep a beholder.

    Navy Crewman

    (AC 12; hp 8-12; #AT: 1; DMG rapier 1d4+1; save

    as Fighter lvl 2)

    Tiny Dungeon Stats: (HP 3; Move 25; Proficient

    with Light Melee Weapons [Rapier])

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    Davi, The Beholder

    (AC 25; hd 11; hp 91; save as Fighter lvl 11; #AT: 2; DMG bite 1d8 + eye ray attacks)

    Tiny Dungeon Stats: (HP 15; Move 25; Spell-Touched, Educated, Bite Attack with

    Advantage, Eye Ray Attack with Advantage. Takes three turns during Combat)

    Though she may look like many beholders, Davi has become less and less

    interested in the beholder societysbeliefs of enslaving others and being xenophobic of the

    world. She had set out to try and figure out what the world was all about and not just live in

    some underground cavern. She had gotten to the surface and encountered many other

    creatures, but everyone seemed to be afraid of her. She was tricked by the gnome jhones

    and locked up in magical chains, which seem to dampen her abilities. She has been locked

    up in the hold for over a month and is not very happy.

    Lady Ipeneth

    (AC 15; hp 21; #AT: 1; DMG longbow 1d8; save as Fighter lvl 4)

    Tiny Dungeon Stats: (HP 8; Move 30; Proficient with Ranged Weapons,

    Mastery with Bow [Long Bow], Proficient with Light Melee Weapons, Mastery

    with Rapier, Alchemist, Educated)

    The Lady Ipeneth is a beautiful, silvered haired female elf, with all the

    refinements of the high elven courts. Her refinement and study has taught

    her a great deal about the world, but she has never actually experienced

    it. She became envious of great explorers and began exploring and mapping out the known

    world. She has been trained in the art of fencing, horseback riding, astronomy, alchemy,

    and thousands of other subjects making her far from incompetent.

    Lady Ipeneth was called back to the courts after meeting the Ditani (see GagMen

    Adventure G1406 - The Last Princess). Her work led the opportunity to act as an

    ambassador, and she was asked to meet as a liaison for the goblin courts and

    Brattleburg. Just after leaving the port, Captain Deajor announced that he had a better

    plan to deal with the goblins. The captain ignored her protests and locked her in her cabin

    for the rest of the voyage.

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    Details

    Why care about goblins?

    In the GagMen adventures revolving

    around the world of Brattleburg, goblins,

    orcs, humans, dwarves, etc. all have

    societies that live alongside one

    another. Though it is traditional to hate

    all living things that are not a playable

    race, it seems unlikely that all

    creatures are just standing at a spawn

    point waiting to attack the next thing

    that walks by. We play role-playing

    games to have fun and enjoy each

    otherscompany, but we also do it to

    create and enjoy rich worlds that are

    not our own. If you find yourself

    attacking random creatures one after another, then odds are you are not role-playing, but

    rather playing a video game.

    Were not suggesting that yougo talk to every creature as if theyre your best friend,

    but rather that every creature is there for a reason. Ecologically, historically, dietary,

    religious for whatever reason, those creatures are there and shouldnt be wasted on the

    simple pretext that they have xp and gold. That being said, go make your game as fun as

    you want; if killing goblins is your accepted norm, then make the goblins in the story

    halflings, humans, elves, or the best choice your players will want to save. Just make sure

    you are having fun, because if that isnt happening, there just isnt much point in playing!

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    Shipwrecked and lost at sea, the party receives unexpected recue from a Pirate Ship and its scurvy crew. Invited

    to join the crew in their wacky adventures, the Party quickly discovers that these pirates are nothing but posers! Adrift

    with wannabe pirates, and only a Barrel of gherkins for food, the party seems destined for Davey Jones Locker! When a

    seems lost, salvation arrives in the form of a military vessel! Unfortunately, that same vessel is on its way to destroy the

    goblin capital Can the heroes stop this massacre with only a bunch of farmers and shepherds at their side or will the